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Legends:Decks

< Legends

To play the game, you need to have at least one full deck. There are several pre-made decks you can earn by playing The Forgotten Hero story, and there are also themed decks you can buy from the store.

You can build your own decks, as long as they follow the rules listed below. You can also quickly export and share your own deck or import other decklists with the help of deck codes.

Pre-Made DecksEdit

Core SetEdit

You get most of these decks as rewards for completing certain quests in the Forgotten Hero story. The Band of Survivors deck is the one you have from the beginning of the game.

Name Class Theme How to Get
Band of Survivors    Crusader Aggro Complete Dark Omens
Black Marsh Smugglers    Scout Argonians Complete Swims-at-Night
Dunmer Avengers    Assassin Dunmer Complete The Rescue
Imperial Might    Spellsword Imperials Complete A Fractured Legion
Warriors of Hammerfell    Battlemage Items Complete The Showdown

Heroes of SkyrimEdit

Players are given one of these decks when first logging in to Legends after the release of Heroes of Skyrim. The others can be bought from the store for 500  .

Name Class Theme
Aela's Companions    Warrior Werewolves
Alduin's Apocalypse    Spellsword DragonsControl
Ancano's Cunning    Mage Combo
Brynjolf's Heist    Assassin Pilfer
Paarthurnax's Roar    Archer ShoutsMidrange

Houses of MorrowindEdit

With the Houses of Morrowind expansion, 5 new theme decks were added, one for each House. They can be bought from the store for 1000   or USD $7.99/€7.99.

Name Class Theme
Dagoth's Might     House Dagoth Creatures with 5 or more power
Hlaalu Schemes     House Hlaalu Plot
Redoran Onslaught     House Redoran Rally
Telvanni Ambition     House Telvanni Betray
Tribunal Glory     Tribunal Temple Exalt

Alliance WarEdit

5 theme decks were released for the Alliance War, which can be purchased from the store for 1000   or USD $7.99/€7.99.

Name Class Theme
Covenant Armaments     Daggerfall Covenant Items
Dominion Dominance     Aldmeri Dominion EmpowerAggro
Empire Conquest     The Empire of Cyrodiil Creatures in both lanes
Guildsworn Prowess     The Guildsworn Expertise
Pact Assault     Ebonheart Pact VeteranAggro

Moons of ElsweyrEdit

With the Moons of Elsweyr expansion, 2 new theme decks were introduced. They can be bought from the store for 500   or USD $4.99/€4.99.

Name Class Theme
Khamira's Rebellion    Monk Pilfer and Wax/Wane
Zumog Phoom's Ambition    Sorcerer Consume

Jaws of OblivionEdit

With the Jaws of Oblivion expansion, 2 new theme decks were introduced. They can be bought from the store for 500   or USD $4.99/€4.99.

Name Class Theme
Mankar's Paradise    Battlemage Invade
Martin Septim's Ascendance    Scout Max Magicka and Stat Boosting/Lowering

Deck BuildingEdit

 
A unique card

RulesEdit

  1. The minimum deck size for one or two attributes is 50 cards, and the maximum is 100 cards. For a deck consisting of three attributes, the minimum size is 75 cards, while the maximum is 100 cards.
  2. Each deck can contain up to three attributes, plus neutral cards. Certain cards can only be put into decks with two or three specific attributes (or Class).
  3. Each deck can have up to three copies of any card.
  • Unique cards are the exception to this, as you can only have one per deck. Unique cards are all Legendary and are marked with a red gem on the top border.
  • Premium cards, cards with alternate art, and (un)trained versions are taken into account when calculating the allowed maximum.

Strategy ConsiderationsEdit

There are a number of things to consider when building a good deck.

Deck SizeEdit

  • As stated above, a deck can range from 50 to 100 cards. Most players prefer smaller decks, as that makes it easier to ensure you will draw something useful each turn.
    • It is extremely advisable to adhere to a 50-card deck size (75-card for three attributes), as it allows for the most consistency, and as every single card can introduce a weakness to your deck, it is best to have as few weaknesses as possible.
    • 'Milling' refers to forcing the opposing player to discard cards from their deck, as running out of cards will draw you the Out of Cards card, but having a large deck should not be mistaken for a viable approach to this strategy. If you seek to last longer than your opponent in the mill game, play a card like Gravesinger, Journey to Sovngarde, or Skeever Infestation instead, as these cards do allow some measure of consistency within your own deck.

Card SynergiesEdit

  • Certain groups of cards work well together. One popular example is Orcs, as most Orc cards provide bonuses specifically to other friendly Orcs in play. Another example, which can be seen in the Warriors of Hammerfell deck is Redguards and Item cards. Each archetype can utilize these synergies to their benefit.
    • While higher rarity cards generally have better stats or effects, one should focus on card synergy first. A common card can be more useful than a legendary depending on the situation of the game.

Deck ArchetypesEdit

  • Aggro: Aggressive decks focus on doing lots of damage quickly. They usually have lots of low-cost creatures and flood the field with cards. Aggro doesn't care about card advantage, because they aim to win before the opponent's cards become relevant.
  • Tempo: Tempo decks sacrifice card advantage to play more and/or stronger threats than their opponent. They heavily rely on a good magicka curve. They tend to be aggressive or midrange decks.
  • Prophecy: Prophecy decks are designed to get everything out of their destroyed runes and the Prophecy effect. This allows them to get more free answers against aggro decks. Depending on the card list, the decks tend to be aggro or midrange.
  • Midrange: Midrange decks use control in the early game and change to a more aggressive playstyle in the mid game. This results in the deck trying to out-control aggro decks and win by aggro against control decks. Instead of focusing on early or late game, they try to provide consistent power at all stages of the match.
    • Ramp: Ramp is a special type of midrange where the early game is dedicated to playing cards that give a magicka boost. This allows them to play their larger threats earlier than their opponent.
  • Control: Control decks focus on playing a longer game. This strategy relies on being able to answer (counter) early threats played by the opponent until more powerful late-game cards can be played. They usually have actions or cards with effects that can destroy multiple cards at once, as well as a few high-cost, powerful creatures to finish off the game.
  • Combo: Combo decks try to stall the game until they assemble their combo pieces to finish the game quickly.
    • One example of this would be using Nord Firebrand, Stealer of Secrets, and Mentor's Ring in an action-heavy deck. Stealer of Secrets gains +1/+1 for each action in your graveyard, and Mentor's Ring lets you copy a keyword from one creature (in this case, the Charge keyword from the Nord Firebrand) to every other friendly creature.

Magicka CurveEdit

  • The 'curve' is the distribution of different cost cards in your deck. You don't want to have too many high-cost cards in your deck, as those could end up clogging your hand and you not being able to play anything.
  • You can see each deck's curve in the in-game deck editor.

Deck CodesEdit

  • Decks can be imported and exported from your deckbuilder to easily share them between players.
  • For more info about deck codes, see here.